Base Class: Fighter
From those born within this Ancient blood line, only a small few have the ability to Magically manipulate their blood.
Once refined the blood manipulation technique know as "Hemomancy" can be used to enhance your martial prowess on the field of battle. Follow the Instincts passed down to you through your blood to strengthen your psychical capabilities. From now on, your blood is the newest weapon you have a mastery over
Blood Manipulation
Starting at 3rd level, You discover your innate ability to manipulate your own blood at will. You learn that your blood manipulation ability stems from Blood Dice.
Blood Dice. You have four blood dice, which are d6s. A Blood die is expended when you use it to enhance a Hemomancy ability. You regain all of your expended blood dice when you finish a long rest.
You gain another Blood die at 7th level, 10th Level and one more at 15th level.
Saving Throws. Some of your Hemomancy abilities require your target to make a saving throw. The saving throw DC is calculated as follows
Hemomancy save DC = 8 + your proficiency bonus + your Constitution modifier
Crimson Spear
Starting at 3rd level, you can Harden your blood into a red spear Harder then iron and lunch it at your target.
You gain a new attack option that you can use with the Attack action if you spend a Blood die. This special attack is a ranged spell attack with a range of 60 ft. You are proficient with it, and you add your constitution modifier to its attack and damage rolls and deals 1d8 Piercing damage. You can also spend an additional Blood die to enhance the Attack and add 1d8 to the Damage.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Blood Enforced Blades
Starting when you choose this tradition at 7th level, you can Summon Blade from your Hands or arms to create a Large Razor sharp Blades.
You gain a new attack option that you can use with the Attack action by spending a blood die. This special attack is a spell weapon attack with a reach of 5 feet. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a 1d8. You can also spend an additional Blood die to enhance the Attack and add 1d8 to the Damage.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Bloodline Restoration
at 10th level, You can Feel you blood low through your Veins.
as an action you can spend 1 blood die to restore 1d8 Hit points + Your constitution Modifier.
you can regain an additional d8 for every Blood die you spend.
Hemomany Bomb
At 15th level, you gain the ability to create an orb of Solid Blood that erupts into a devastating explosion. you can Spend two Blood die to make the Attack action. As an action, you magically create an orb and hurl it at a point you choose within 120 feet, where it erupts sending out a wave of solid blood for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Dexterity saving throw or take 4d8 radiant damage.
Crystal of Hemomancy
Starting 18rd level, you can launch a Diamond forged from your own blood from your palm.
You gain a new Ranged Spell attack option. You can Spend Three Blood die to make the Attack action.. This special attack is a ranged spell attack with a range of 80 feet. You are proficient with it, and you add your Constitution modifier to its attack roll. It Deals 8d8 Piercing damage.